Super Street Fighter IV/Gen

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Super Street Fighter IVSSFIVLogo.png



Gen

SSFIV-Gen Face.jpg

Few things are more deadly than a fighter who no longer fears death, and that is what describes Gen perfectly. Struck with an illness that will claim his life eventually, Gen now is determined to die the way he believes he was meant to die: in a glorious battle to the death with a worthy opponent. This makes Akuma, a master of the killing intent, a natural rival for Gen. They have fought once before, and Gen is said to be the only one to survive the Shun Goku Satsu. But Gen now seeks Akuma once again for the ultimate battle during which he hopes he can pass in the glory of the fight.


In a nutshell

There are a few characters that you can play only knowing about 60% of their potential and still do fine. Gen is not one of these characters. Not only is understanding everything about Gen necessary to play him effectively, he has two different modes that you must learn to adeptly switch between! There are many dexterity heavy characters in the game, but Gen may be the most dexterity heavy of them all. Without learning how to perform Standing Medium Kick into Hands or the proper distances or cross-up Oga Wall Dive kicks, for example, using Gen may be a losing battle.


Moves

Unique Attacks: Mantis

Name
Command
Notes
Change Style: Crane
3k.png
Use when in Mantis Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.

Throws: Mantis

Name
Command
Notes
Shuraku
F.png or N.png + Lp.png + Lk.png
Throw.png
Hozen
B.png + Lp.png + Lk.png
Throw.png

Special Moves: Mantis

Name
Command
Notes
Hyakurenko
Press P.png repeatedly
Requires 5 punch button presses; Ex.png Armorbreak.png
Gekiro
Dp.png + K.png ---.png K.png
Press K.png with proper timing after initial hit for followup kicks; Lk.png gets 5 follow up kicks, Mk.png gets 6, and Hk.png and Ex.png get 7; Ex.png

Super Combo: Mantis

Name
Command
Notes
Zan'ei
Qcf.png Qcf.png + P.png
Armorbreak.png

Ultra Combos: Mantis

Name
Command
Notes
Zetsuei
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Shitenketsu
Qcb.png Qcb.png + 3p.png
Armorbreak.png

Unique Attacks: Crane

Name
Command
Notes
Change Style: Mantis
3k.png
Use when in Crane Style; Can be performed at anytime, even during attacks, hit stun, block stun, etc.
Shakudan
(in air) Hk.png ---.png Hk.png
High.png

Throws: Crane

Name
Command
Notes
Shuraku
F.png or N.png + Lp.png + Lk.png
Throw.png
Hozen
B.png + Lp.png + Lk.png
Throw.png

Special Moves: Crane

Name
Command
Notes
Jyasen
B.png (charge) F.png + P.png
Ex.png
Oga
D.png (charge) U.png + K.png
Ex.png
   Sudden Stop
B.png
Perform after Oga
   Close Kick
D.png or N.png
Perform after Oga
   Far Kick
F.png or Df.png
Perform after Oga
   Ceiling Jump
U.png
Perform after Oga
      Falling Kick
D.png
Perform after Ceiling Jump; Armorbreak.png
      Close Range Kick Right
Df.png or F.png
Perform after Ceiling Jump; Armorbreak.png
      Close Range Kick Left
Db.png or B.png
Perform after Ceiling Jump; Armorbreak.png

Super Combo: Crane

Name
Command
Notes
Jyakoha
Qcf.png Qcf.png + K.png

Ultra Combos: Crane

Name
Command
Notes
Ryukoha
Qcf.png Qcf.png + 3k.png
Teiga
(in air) Qcf.png Qcf.png + 3k.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Mantis: Standing Attacks
Jab.gif HL 25 50 20 ch/sp/su 3 2 7 +3 +5 - -
Strong.gif HL 55 100 40 sp/su 4 5 8 +5 +6 - - version 80 damage
Fierce.gif HL 70*40 100*100 40*20 sp/su 5 2*4 17 -3 +1 - - Forces stand, 1st hit cancellable
Short.gif HL 40 50 20 su 5 4 13 -3 -2 - - version 40 damage
Forward.gif HL 60 100 40 sp/su 5 3 17 -2 -1 - -
Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0 - -
Mantis: Crouching Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5 - -
Strong.gif HL 70 100 40 sp/su 7 4 11 -1 +1 - -
Fierce.gif HL 100 200 60 - 7 4 19 -5 -1 - -
Short.gif L 30 50 20 ch/sp/su 4 2 8 +1 +4 - -
Forward.gif L 70 100 40 sp/su 7 3 14 -3 -1 - -
Roundhouse.gif L 85 100 60 - 8 3 22 -7 - - - cannot fast recover
Mantis: Jumping Attacks
Jab.gif H 40 50 20 - 4 7 - - - - -
Strong.gif H 70 100 40 - 5 5 - - - - -
Fierce.gif H 100 200 60 - 6 4 - - - - -
Short.gif H 50 50 20 - 5 8 - - - - - straight 30 damage
Forward.gif H 70 100 40 - 4 8 - - - - - straight 80 damage
Roundhouse.gif H 100 200 60 - 6 3 - - - - -
Mantis: Unique Attacks
??? (switch style?) - - - - - - - 5 - - - -
Mantis: Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 - -
Focus attack LVL 2 HL 90 150 40 - 17+12 2 35 -15 - - -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - - - -
Mantis: Throws
Forward Throw 0.9 130 100 40 - 3 2 20 - - - -
Back Throw 1.0 120 100 40 - 3 2 20 - - - -
Mantis: Special Moves
Hyakurenkou Jab.gif HL 16xn 20xn 10/5xN su 5 3(5)3(5)3(5)3 17 +5 +9 - - Armor break
Hyakurenkou Strong.gif HL 16xn 20xn 10/5xN su 4 3(3)3(3)3(3)3 17 +5 +9 - - Armor break
Hyakurenkou Fierce.gif HL 16xn 20xn 10/5xN su 3 3(3)3(3)3(3)3 17 +5 +9 - - Armor break
Hyakurenkou EX.gif HL 16xn 20xn -250/0 su 3 3(3)3(3)3(3)3 17 +5 +9 - - Armor break
Gekirou Short.gif HL 100*10x4*20 80*10x5 20/20*5x5 - 5 15 14+8 -35 - - - 1~4f strike invincible
Gekirou Forward.gif HL 100*10x5*40 80*10x6 20/20*5x6 - 7 15 17+8 -35 - - - 1~4f strike invincible
Gekirou Roundhouse.gif HL 100*10x6*90 80*10x6*80 20/20*5x7 - 7 15 18+8 -35 - - - 1~4f strike invincible
Gekirou EX.gif HL 100*10x6*90 80*10x6*80 -250/0 - 7 15 18+8 -35 - - - 1~4f strike invincible
Mantis: Super Combos
Zanei HL 20*280 0 -1000/0 - 1+6 16 66 -61 - - - Invincible Jab.gif 1~11/Strong.gif 1~8/Fierce.gif 1~5, Armor break
Mantis: Ultra Combos
Ultra Combo 1 HL 405 0 0/0 - 1+10 11 59 -49 - - - 1~10f invincible, Armor break
Ultra Combo 2 HL 23*420 0 0/0 - 1+8 2(6)2(6)2(6)2 33 -10 - - - 1~8f invincible
Crane: Standing Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 3 13 -4 -2 - -
Strong.gif L 50*50 50*50 20*20 - 18 2*2 22 -3 +1 - -
Fierce.gif L*HL 100*100 100*100 40*20 - 17 2*4 19 -5 0 - - 2nd hit forces stand, 1st hit Low.png attack
Short.gif HL 40 50 20 su 8 4 13 -3 -2 - -
Forward.gif HL 100 100 40 - 7 4 22 -5 -1 - -
Roundhouse.gif HL 70*50 100*100 40*20 - 5 3(9)2 22 -6 -2 - -
Crane: Crouching Attacks
Jab.gif HL 40 50 20 su 4 2 9 0 +3 - -
Strong.gif HL 70 100 40 sp/su 5 4 13 -3 -1 - -
Fierce.gif HL 180 300 60 - 21 5 16 -3 +1 - -
Short.gif L 30 50 20 sp/su 5 6 16 -8 - - -
Forward.gif L 80 100 40 su 8 3 21 -3 -1 - -
Roundhouse.gif HL 120 150 60 - 5 3 31 -16 -12 - -
Crane: Jumping Attacks
Jab.gif H 50 50 20 - 4 7 - - - - -
Strong.gif H 90 100 40 - 4 5 - - - - - straight 80 damage
Fierce.gif H 110 200 60 - 5 7 - - - - - straight 100 damage
Short.gif H 40 50 20 - 4 9 - - - - -
Forward.gif H 70 100 40 - 4 8 - - - - - straight 90 damage
Roundhouse.gif H 100 200 60 - 6 3 - - - - -
Crane: Unique Attacks
??? (switch style?) - - - - - - - 5 - - - -
Shakudan (overhead) H 50 50 20 - 4 2 - - - - - Pursuit property
Crane: Focus Attacks
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21 - -
Focus attack LVL 2 HL 90 150 40 - 17+12 2 35 -15 - - -
Focus attack LVL 3 - 150 200 60 - 65 2 35 - - - -
Crane: Throws
Forward Throw 0.9 130 100 60 - 3 2 20 - - -
Back Throw 1.0 120 100 40 - 3 2 20 - - - -
Crane: Special Moves
Jasen Jab.gif HL 20x2*60 20x2*80 20/8x2*20 su 6 3(5)1(5)4 20 -3 +1 - - 1~3 hits cancellable
Jasen Strong.gif HL 20x3*65 20x3*80 20/8x3*20 su 6 3(7)3(11)1(5)4 20 -3 +1 - - 1~3 hits cancellable
Jasen Fierce.gif HL 20x4*70 20x4*80 20/8x4*20 su 6 3(7)3(12)3(11)1(5)4 20 -3 +1 - - 1~3 hits cancellable
Jasen EX.gif HL 20x4*80 50x5 -250/0 su 6 3(7)3(12)3(11)1(5)4 20 -3 +1 - - 1~45f projectile invincible, 1~5 hits cancellable
Oga - - - - - - - 27 - - - -
Oga EX.gif - - - -250/0 - - - 27 - - - -
Oga Stop - - - - - - - 30 - - - -
Oga H 100 150 30/50 - 13 6 13 -8 - - - Armor break
Oga H 100 150 30/50 - 12 7 13 -13 - - - Armor break
Oga Ceiling - - - - - - - 63 - - - -
Oga Ceiling Drop H 100 150 30/50 - 3 15 13 - - - - Armor break
Oga Super H 100 150 30/50 - 3 14 1+12 - - - - Armor break
Crane: Super Combo
Super Combo - 320 0 -1000/0 - 1+0 19 16+16 - - - - Invincible Short.gif 1~12/Forward.gif 1~8/Roundhouse.gif 1~5, Pursuit property
Crane: Ultra Combos
Ultra Combo 1 - 150*248 0 0/0 - 1+10 8 25+28 - - - - 1~11f invincible, Pursuit property
Ultra Combo 2 H 428 0 0/0 - 1+9 until ground 26 - - - -
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Stance Shift

Gen's stance shifting can be done at any time (during the actual round), but while in neutral, walking or crouching it will take 5 frames to do so. If you don't want to become vulnerable, or you just want to hide it, you can change stances while dashing, jumping, attacking, etc.


Normal Moves

Mantis Stance

  • S.LP: Typical fast jab. It's 3 frame startup makes this Gen's fastest attack. It chains and got nice frames on both hit and block.
  • S.MP: This is a key move among Gen's links. Startup at 4 frames, +5 on block and +6 on hit.
  • S.HP: A fast two-hitter for up close. Forces stand, so you can cancel into HK Gekiro after.
  • S.LK: With 5 frames of startup and -3 on block, this move is not to be thrown out lightly.
  • S.MK: A fast and far reaching poke. Cancelling it into Hands (and then into Super) is a staple tool. Priority is lacking though, with a vulerable hitbox extending well past the attackbox.
  • S.HK: Less speed, reach and damage than S.MK xx Hands, but with much greater priority.
  • C.LP: Standard crouching jab. Not really as good as either s.lp or c.lk.
  • C.MP: Another useful zoning tool. It's 2 frames slower than s.mk, but with slightly better damage/frames/priority.
  • C.HP: Gen's furthest reaching poke, and with great priority that doubles as an anti-air.
  • C.LK: A 4 frame low attack, standard fare.
  • C.MK: A bit slow and lacking reach, but useful for going into Hands from a low hit.
  • C.HK: Gen's sweep is one of the slower, less damaging ones in the game, but it's one of his furthest reaching attacks. You really want those knockdowns.
  • J.MK: Crossup move. Will be used often.
  • J.HK: Upward angled air-to-air move with nice damage and priority.

Crane Stance

  • S.LP: A 4 frame jab that's -4 on block, nothing you'll want to just throw out there. Can chain-cancel into c.lk though.
  • S.MP: Standard overhead, two hitter with great reach.
  • S.HP: A deceptive low hitter. Slow but does huge damage. It's unsafe, but the pushback makes it hard to punish. Use it only when the opponent is exptecting an overhead.
  • S.LK: 8 frame startup, punishable on block. Capcom just didn't want us to use this move.
  • S.MK: A decent poke with nice damage/priority. Punishable if blocked up close.
  • S.HK: When used as an anti-air, if only the first hit connects (or trades) you can follow up with Crane Super.
  • C.LP: A 4 frame jab that leads to nothing. At least this one's even on block.
  • C.MP: Gen's best poke from Crane stance. It's -3 on block so it can be punished, but only if it's done up close.
  • C.HP: At 21 frames startup this is a tricky move to use, and note that you take almost twice the damage if you're hit during startup. It does great damage and stun though, so using it after a Focus crumble is a nice option.
  • C.LK: A quick lancher that is horrible on block. This is a key move to combo into.
  • C.MK: This move allows Gen to duck under most projectiles, and that's about it.
  • C.HK: Gen's most reliable anti-air move. Note that it's punishable by a grounded opponent even on hit.
  • J.MP: This is actually Gen's jumpin with the best priority. Useful if the opponent anti-airs you with normals.
  • J.HP: Gen curls up into a ball while attacking, giving it a nice priority and guarantees a deep jumpin.
  • J.LK: Great upward angeled hitbox, fast startup and very long active time. The only drawback is it's puny damage.
  • J.MK: Gen actually kicks backwards, making this a great and deceptive crossup tool.
  • J.HK: You can actually hit this move twice (Gen's command normal, Shakudan), making it a tricky and damaging jumpin. When done as an air-to-air it allows you to follow up with Crane Super/Ultra 1.


Unique Attacks

  • Shakudan: Crane J.HKx2 - Double overhead, making it damaging and tricky. If done air-to-air it juggles into Crane Super/Ultra 1.


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Dizzy / Focus Crumple Combos

  • N/A

FADC Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

Combos Into Ultras

  • N/A


Matchups

  • Vs. Abel

To Be Written (TBW)


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. El Fuerte

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. M. Bison

TBW


  • Vs. Makoto

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Zangief

TBW